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The Main Lesson From ‘Baldur’s Gate 3’ Should Be ‘People Hate Microtransactions’

If reception to Baldur’s Gate says anything, it’s that people hate microtransactions in their AAA games.

116 comments
  • I think the point is that people love good games.

    • I've seen a bunch of good games being ruined by microtransactions and battlepasses. At least I believe that they could have had so much better sales and reputation if they didn't include it.

      For example: Shadow of War. Deus Ex Mankind Divided. Good games. These had microtransactions hooked on as an after-thought. It didn't affect gameplay at all and could be completely ignored. Still they received so much hate for it. And then there are games adding microtransactions and nobody care. Most Ubisoft games for example. I think it has with who their target audience is. Though I can't see what DX and SoW audiences has in common. Do they have less casual players than Ubisofts games? Idk.

  • This is like saying, "people need air to breathe." The fact this is a revelation to gaming studios is deeply concerning.

    I played some when it was in early access, and I've been absolutely loving BG3 now that it's officially released. I haven't felt like this about a game in a long time, and it's probably because Larian studios treated this like Divinity Original Sin - a complete game with loving care. As I saw in another review, they didn't make a D&D game, they just made D&D.

    • I feel like the revelation to gaming studios is not that people like a good product, it's that Larian was allowed to make one without investors demanding it be the shittiest thing since shit sandwiches.

    • Absolutely. I genuinely worried a bit about my group, myself as DM included, being sucked into this game or having unrealistic tabletop expectations because of how well this game has been done lol

      I also saw that there are a lot of things for players and DMs to learn from this game and how, although we can't compete with the years long process of making such a complete game (done by many, many, minds and hands and through significant man hours), tabletop GMs can definitely be inspired by such a complete work. Asessing what they can implement from it in their own game designing and seeing how the two mediums of tabletop and video game can complement each other and how they differ will definitely lead to more interesting content on the table and respect for what GMs and story designers do.

      • I love the game, but I do miss some of the "fuck around" shenanigans you can get into with a DM who can improvise based on if someone comes up with some WAY out of left field idea of what they want to do. It's no replacement for the tabletop but there are definitely things both DMs and game designers can learn from each other here.

  • I feel like microtransactions are "ok" for people on general as long as the game is good. If the game is well made, has a soul, and not a cash grab, people tend to not care about microtransactions. Except the occasional "fuck, this is 10e?". Like path of exile for instance.

    But if the game is half baked, released waaaay too early because of higher ups said that the need money now and not 6 months from now, THEN they become an issue. Games belong to this category soooo of then these days that it's just what happens. But the microtransactions are not the reason, they just exasperate the issue.

    If a great game like Elden ring would've had cosmetic sets you could buy, would it have undermined the "greatness" of the game? I really don't see it happening. Unless they're like super aggressive or meant to trivialise the game, like, continue fighting the boss only for 2e! Here's a popup mentioning this each time you die.

    • If a great game like Elden ring would've had cosmetic sets you could buy, would it have undermined the "greatness" of the game? I really don't see it happening.

      I agree with you that people mainly care about the game being good. However a game's budget is more or less fixed. If From had made a bunch of cosmetic sets it would be taking away resources from making the "main" game, and it may not have been as great and polished as it is.

      Also, once you have microtransactions in a game, there's going to be a temptation to maximize the revenue gained from them, which can lead to the aggressive strategies you mention.

      I'm not saying it's impossible to do mtx without ruining the game, but it's difficult. Without mtx, the only thing you have to maximize your revenue is to make the game as good as possible, and so everyone involved in the game's development is aligned towards that goal.

      Once you add mtx, there will be people involved whose main goal is to maximize revenue from the mtx (and I'm not saying those people are evil or want the game to be bad; they're just doing their job). And so a sort of tug of war starts to happen between devoting resources and design decisions to make the game better, or getting people to buy your cosmetics. Finding the right balance through that mess is difficult.

      • The reason cosmetic microtransactions are so prolific is that their fixed costs are low and the return on investment is high. It wouldn't have affected Elden Ring's development much.

  • It always felt like it wasn't that they didn't know this, its just that they don't care. I'm sure they've done extensive research on exactly how many people they can discourage from the game without harming the income from their whales.

    Exploiting vulnerable people with predatory practices in an underregulated market is almost always going to be a gold mine.

    The modern model of buying AAA games is that of hostility between buyer and seller. You always feel like you're either being scammed or complicit in something immoral.

116 comments